protected void BaseStart() { //this may eventually be extended by specific unit extensions use = new UnitStateExecutor(this); spriteRenderer = gameObject.GetComponent <SpriteRenderer> (); animator = gameObject.GetComponent <Animator> (); audioSource = gameObject.GetComponent <AudioSource> (); //add a health bar if (healthBarPrefab != null) { //healthBarPrefab.gameObject = gameObject; GameObject gui = GameObject.FindGameObjectWithTag("GuiManager"); //GameObject healthBarPrefab = GameObject.FindGameObjectWithTag ("HealthBar"); healthBar = (Transform)Instantiate(healthBarPrefab, transform.position, transform.rotation); if (healthBar != null) { healthBar.name = "HealthBar"; healthBar.parent = gui.transform; healthBar.GetComponent <dfFollowObject> ().mainCamera = Camera.main; healthBar.GetComponent <dfFollowObject> ().attach = gameObject; healthBar.GetComponent <dfFollowObject> ().enabled = true; healthBar.GetComponentInChildren <dfProgressBar> ().MaxValue = lifePoints; healthBar.GetComponentInChildren <dfProgressBar> ().Value = lifePoints; dfPanel dfp = healthBar.GetComponent <dfPanel> (); dfp.IsVisible = false; } else { Debug.Log("could not instantiate"); } } statesSupported = new List <int> (new int[] { StateIdle, StateSelected, StateAdvancing, StateMelee, StateDead }); BattleSceneManager.s.units.Add(this); SetState(StateIdle); BattleSceneManager.s.OnUnitClick += OnUnitClick; }
protected void BaseStart() { //this may eventually be extended by specific unit extensions use = new UnitStateExecutor (this); spriteRenderer = gameObject.GetComponent<SpriteRenderer> (); animator = gameObject.GetComponent<Animator> (); audioSource = gameObject.GetComponent<AudioSource> (); //add a health bar if (healthBarPrefab != null) { //healthBarPrefab.gameObject = gameObject; GameObject gui = GameObject.FindGameObjectWithTag ("GuiManager"); //GameObject healthBarPrefab = GameObject.FindGameObjectWithTag ("HealthBar"); healthBar = (Transform)Instantiate (healthBarPrefab, transform.position, transform.rotation); if (healthBar != null) { healthBar.name = "HealthBar"; healthBar.parent = gui.transform; healthBar.GetComponent<dfFollowObject> ().mainCamera = Camera.main; healthBar.GetComponent<dfFollowObject> ().attach = gameObject; healthBar.GetComponent<dfFollowObject> ().enabled = true; healthBar.GetComponentInChildren<dfProgressBar> ().MaxValue = lifePoints; healthBar.GetComponentInChildren<dfProgressBar> ().Value = lifePoints; dfPanel dfp = healthBar.GetComponent<dfPanel> (); dfp.IsVisible = false; } else Debug.Log ("could not instantiate"); } statesSupported = new List<int> (new int[] { StateIdle, StateSelected, StateAdvancing, StateMelee, StateDead }); BattleSceneManager.s.units.Add (this); SetState (StateIdle); BattleSceneManager.s.OnUnitClick += OnUnitClick; }